début de la mise en place du jeu (partie client uniquement).

This commit is contained in:
batche
2022-12-08 19:08:07 +01:00
parent a3aaedb1fd
commit 8d640ae4ab
81 changed files with 2876 additions and 2 deletions

13
JEU2/jsconfig.json Normal file
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{
"compilerOptions": {
"module": "ESNext",
"moduleResolution": "Node",
"target": "ES2020",
"strictNullChecks": true,
"strictFunctionTypes": true
},
"exclude": [
"node_modules",
"**/node_modules/*"
]
}

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JEU2/make.sh Normal file
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#!/bin/bash
npx tsc
mkdir -p www
cp ./src/client/*.html ./www/
cp ./src/client/*.css ./www/
mkdir -p www/js
cp ./src/client/*.js ./www/js/
mkdir -p www/js/class
cp ./src/client/class/*.js ./www/js/class/
mkdir -p www/shared_js/
cp ./src/shared_js/*.js ./www/shared_js/
mkdir -p www/shared_js/class
cp ./src/shared_js/class/*.js ./www/shared_js/class/

45
JEU2/memo.txt Normal file
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Done:
- Connexion client/serveur via un Websocket
- implémentation basique (authoritative server)
- Matchmaking
- client prediction
- server reconciliation (buffer des inputs côté client + id sur les inputs)
- amélioration collision avec Hugo
- du son (rebonds de la balle, "Oof" de Roblox sur un point)
- init de GameComponents partagé entre serveur et client.
- draw on the canvas "WIN", "LOSE", "MATCHMAKING COMPLETE", ...
- interpolation (mis à jour progressif des mouvements de l'adversaire)
- traitement groupé des inputs clients toutes les x millisecondes
(BUG désynchronisation: revenu à un traitement immédiat en attendant)
- Détruire les GameSession une fois finies.
- mode multi-balles
- mode murs mouvant (la zone de jeu rétréci / agrandi en continu)
- Selection des modes de jeu via HTML
- Selection audio on/off via HTML
TODO:
- Match Abort si tout les joueurs ne sont pas pret assez vite (~15 secondes)
- mode spectateur
- certaines utilisations de Math.floor() superflu ? Vérifier les appels.
(éventuellement Math.round() ?)
- un autre mode de jeu alternatif ?
- changer les "localhost:8080" dans le code.
- sélection couleur des raquettes (your color/opponent color) dans le profil utilisateur.
Enregistrement dans la DB.
init des couleurs dans GameComponentsClient() basé sur les variables de l'utilsateur connecté.
-----------
idées modes de jeu :
- mode 2 raquettes (un joueur haut/gauche et bas/droite)
- skin patate ???
- (prediction de l'avancement de la balle basé sur la latence serveur ?)
- d'autres sons (foule qui applaudi/musique de victoire)
-----------
- BUG: Si la balle va très vite, elle peut ignorer la collision avec une raquette ou mur.
la collision est testée seulement après le mouvement.
Pour éviter ce bug il faudrait diviser le mouvement pour faire plusieurs tests de collision successifs.
- BUG mineur: sur un changement de fenêtre, les touches restent enfoncées et il faut les "décoincer"
en réappuyant. Ce n'est pas grave mais peut-on faire mieux ?
----------
OSEF, rebuts:
- reconnection
- amélioration du protocole, remplacement du JSON (compression. moins de bande passante).

121
JEU2/package-lock.json generated Normal file
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JEU2/package.json Normal file
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{
"type": "module",
"devDependencies": {
"@types/node": "^18.11.5",
"@types/uuid": "^8.3.4",
"@types/ws": "^8.5.3",
"typescript": "^4.8.4"
},
"dependencies": {
"uuid": "^9.0.0",
"ws": "^8.10.0"
}
}

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import { WebSocket } from "../wsServer.js";
import { Racket } from "../../shared_js/class/Rectangle.js";
import { GameSession } from "./GameSession.js";
import * as ev from "../../shared_js/class/Event.js"
import * as en from "../../shared_js/enums.js"
class Client {
socket: WebSocket;
id: string; // Pas indispensable si "socket" a une copie de "id"
isAlive: boolean = true;
gameSession: GameSession = null;
matchOptions: en.MatchOptions = 0;
constructor(socket: WebSocket, id: string) {
this.socket = socket;
this.id = id;
}
}
class ClientPlayer extends Client {
inputBuffer: ev.EventInput = new ev.EventInput();
lastInputId: number = 0;
racket: Racket;
constructor(socket: WebSocket, id: string, racket: Racket) {
super(socket, id);
this.racket = racket;
}
}
class ClientSpectator extends Client { // Wip, unused
constructor(socket: WebSocket, id: string) {
super(socket, id);
}
}
export {Client, ClientPlayer, ClientSpectator}

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import * as en from "../enums.js"
/* From Server */
class ServerEvent {
type: en.EventTypes;
constructor(type: en.EventTypes = 0) {
this.type = type;
}
}
class EventAssignId extends ServerEvent {
id: string;
constructor(id: string) {
super(en.EventTypes.assignId);
this.id = id;
}
}
class EventMatchmakingComplete extends ServerEvent {
side: en.PlayerSide;
constructor(side: en.PlayerSide) {
super(en.EventTypes.matchmakingComplete);
this.side = side;
}
}
class EventGameUpdate extends ServerEvent {
playerLeft = {
y: 0
};
playerRight = {
y: 0
};
ballsArr: {
x: number,
y: number,
dirX: number,
dirY: number,
speed: number
}[] = [];
wallTop? = {
y: 0
};
wallBottom? = {
y: 0
};
lastInputId = 0;
constructor() { // TODO: constructor that take GameComponentsServer maybe ?
super(en.EventTypes.gameUpdate);
}
}
class EventScoreUpdate extends ServerEvent {
scoreLeft: number;
scoreRight: number;
constructor(scoreLeft: number, scoreRight: number) {
super(en.EventTypes.scoreUpdate);
this.scoreLeft = scoreLeft;
this.scoreRight = scoreRight;
}
}
class EventMatchEnd extends ServerEvent {
winner: en.PlayerSide;
constructor(winner: en.PlayerSide) {
super(en.EventTypes.matchEnd);
this.winner = winner;
}
}
/* From Client */
class ClientEvent {
type: en.EventTypes; // readonly ?
constructor(type: en.EventTypes = 0) {
this.type = type;
}
}
class ClientAnnounce extends ClientEvent {
role: en.ClientRole;
clientId: string;
matchOptions: en.MatchOptions;
constructor(role: en.ClientRole, matchOptions: en.MatchOptions, clientId: string = "") {
super(en.EventTypes.clientAnnounce);
this.role = role;
this.clientId = clientId;
this.matchOptions = matchOptions;
}
}
class EventInput extends ClientEvent {
input: en.InputEnum;
id: number;
constructor(input: en.InputEnum = en.InputEnum.noInput, id: number = 0) {
super(en.EventTypes.clientInput);
this.input = input;
this.id = id;
}
}
export {
ServerEvent, EventAssignId, EventMatchmakingComplete,
EventGameUpdate, EventScoreUpdate, EventMatchEnd,
ClientEvent, ClientAnnounce, EventInput
}

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import * as c from "../constants.js"
import * as en from "../../shared_js/enums.js"
import { VectorInteger } from "./Vector.js";
import { Rectangle, MovingRectangle, Racket, Ball } from "./Rectangle.js";
import { random } from "../utils.js";
class GameComponents {
wallTop: Rectangle | MovingRectangle;
wallBottom: Rectangle | MovingRectangle;
playerLeft: Racket;
playerRight: Racket;
ballsArr: Ball[] = [];
constructor(options: en.MatchOptions)
{
const pos = new VectorInteger;
// Rackets
pos.assign(0+c.pw, c.h_mid-c.ph/2);
this.playerLeft = new Racket(pos, c.pw, c.ph, c.racketSpeed);
pos.assign(c.w-c.pw-c.pw, c.h_mid-c.ph/2);
this.playerRight = new Racket(pos, c.pw, c.ph, c.racketSpeed);
// Balls
let ballsCount = 1;
if (options & en.MatchOptions.multiBalls) {
ballsCount = c.multiBallsCount;
}
pos.assign(-c.ballSize, -c.ballSize); // ball out =)
while (this.ballsArr.length < ballsCount) {
this.ballsArr.push(new Ball(pos, c.ballSize, c.ballSpeed, c.ballSpeedIncrease))
}
this.ballsArr.forEach((ball) => {
ball.dir.x = 1;
if (random() > 0.5) {
ball.dir.x *= -1;
}
ball.dir.y = random(0, 0.2);
if (random() > 0.5) {
ball.dir.y *= -1;
}
ball.dir = ball.dir.normalized();
});
// Walls
if (options & en.MatchOptions.movingWalls) {
pos.assign(0, 0);
this.wallTop = new MovingRectangle(pos, c.w, c.wallSize, c.movingWallSpeed);
(<MovingRectangle>this.wallTop).dir.y = -1;
pos.assign(0, c.h-c.wallSize);
this.wallBottom = new MovingRectangle(pos, c.w, c.wallSize, c.movingWallSpeed);
(<MovingRectangle>this.wallBottom).dir.y = 1;
}
else {
pos.assign(0, 0);
this.wallTop = new Rectangle(pos, c.w, c.wallSize);
pos.assign(0, c.h-c.wallSize);
this.wallBottom = new Rectangle(pos, c.w, c.wallSize);
}
}
}
export {GameComponents}

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import * as c from "../constants.js"
import * as en from "../../shared_js/enums.js"
import { GameComponents } from "../../shared_js/class/GameComponents.js";
class GameComponentsServer extends GameComponents {
scoreLeft: number = 0;
scoreRight: number = 0;
constructor(options: en.MatchOptions)
{
super(options);
}
}
export {GameComponentsServer}

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import * as en from "../../shared_js/enums.js"
import * as ev from "../../shared_js/class/Event.js"
import * as c from "../constants.js"
import { ClientPlayer } from "./Client";
import { GameComponentsServer } from "./GameComponentsServer.js";
import { clientInputListener } from "../wsServer.js";
import { random } from "../utils.js";
import { Ball } from "../../shared_js/class/Rectangle.js";
import { wallsMovements } from "../../shared_js/wallsMovement.js";
/*
Arg "s: GameSession" replace "this: GameSession" for use with setTimeout(),
because "this" is equal to "this: Timeout"
*/
class GameSession {
id: string; // url ?
playersMap: Map<string, ClientPlayer> = new Map();
unreadyPlayersMap: Map<string, ClientPlayer> = new Map();
gameLoopInterval: NodeJS.Timer | number = 0;
clientsUpdateInterval: NodeJS.Timer | number = 0;
components: GameComponentsServer;
matchOptions: en.MatchOptions;
matchEnded: boolean = false;
actual_time: number;
last_time: number;
delta_time: number;
constructor(id: string, matchOptions: en.MatchOptions) {
this.id = id;
this.matchOptions = matchOptions;
this.components = new GameComponentsServer(this.matchOptions);
}
start() {
const gc = this.components;
setTimeout(this.resume, c.matchStartDelay, this);
let timeout = c.matchStartDelay + c.newRoundDelay;
gc.ballsArr.forEach((ball) => {
setTimeout(this._newRound, timeout, this, ball);
timeout += c.newRoundDelay*0.5;
});
}
resume(s: GameSession) {
s.playersMap.forEach( (client) => {
client.socket.on("message", clientInputListener);
});
s.actual_time = Date.now();
s.gameLoopInterval = setInterval(s._gameLoop, c.serverGameLoopIntervalMS, s);
s.clientsUpdateInterval = setInterval(s._clientsUpdate, c.clientsUpdateIntervalMS, s);
}
pause(s: GameSession) {
s.playersMap.forEach( (client) => {
client.socket.off("message", clientInputListener);
});
clearInterval(s.gameLoopInterval);
clearInterval(s.clientsUpdateInterval);
}
instantInputDebug(client: ClientPlayer) {
this._handleInput(c.fixedDeltaTime, client);
}
private _handleInput(delta: number, client: ClientPlayer) {
// if (client.inputBuffer === null) {return;}
const gc = this.components;
const input = client.inputBuffer.input;
if (input === en.InputEnum.up) {
client.racket.dir.y = -1;
}
else if (input === en.InputEnum.down) {
client.racket.dir.y = 1;
}
if (input !== en.InputEnum.noInput) {
client.racket.moveAndCollide(delta, [gc.wallTop, gc.wallBottom]);
}
client.lastInputId = client.inputBuffer.id;
// client.inputBuffer = null;
}
private _gameLoop(s: GameSession) {
/* s.last_time = s.actual_time;
s.actual_time = Date.now();
s.delta_time = (s.actual_time - s.last_time) / 1000; */
s.delta_time = c.fixedDeltaTime;
// WIP, replaced by instantInputDebug() to prevent desynchro
/* s.playersMap.forEach( (client) => {
s._handleInput(s.delta_time, client);
}); */
const gc = s.components;
gc.ballsArr.forEach((ball) => {
s._ballMovement(s.delta_time, ball);
});
if (s.matchOptions & en.MatchOptions.movingWalls) {
wallsMovements(s.delta_time, gc);
}
}
private _ballMovement(delta: number, ball: Ball) {
const gc = this.components;
if (ball.ballInPlay)
{
ball.moveAndBounce(delta, [gc.wallTop, gc.wallBottom, gc.playerLeft, gc.playerRight]);
if (ball.pos.x > c.w
|| ball.pos.x < 0 - ball.width)
{
ball.ballInPlay = false;
if (this.matchEnded) {
return;
}
if (ball.pos.x > c.w) { ++gc.scoreLeft; }
else if (ball.pos.x < 0 - ball.width) { ++gc.scoreRight; }
this.playersMap.forEach( (client) => {
client.socket.send(JSON.stringify(new ev.EventScoreUpdate(gc.scoreLeft, gc.scoreRight)));
});
setTimeout(this._newRound, c.newRoundDelay, this, ball);
}
}
}
private _clientsUpdate(s: GameSession) {
const gc = s.components;
const update = new ev.EventGameUpdate();
update.playerLeft.y = gc.playerLeft.pos.y;
update.playerRight.y = gc.playerRight.pos.y;
gc.ballsArr.forEach((ball) => {
update.ballsArr.push({
x: ball.pos.x,
y: ball.pos.y,
dirX: ball.dir.x,
dirY: ball.dir.y,
speed: ball.speed
});
});
if (s.matchOptions & en.MatchOptions.movingWalls) {
update.wallTop.y = gc.wallTop.pos.y;
update.wallBottom.y = gc.wallBottom.pos.y;
}
s.playersMap.forEach( (client) => {
update.lastInputId = client.lastInputId;
client.socket.send(JSON.stringify(update));
});
}
private _newRound(s: GameSession, ball: Ball) {
const gc = s.components;
// https://fr.wikipedia.org/wiki/Tennis_de_table#Nombre_de_manches
if (gc.scoreLeft >= 11 || gc.scoreRight >= 11)
// if (gc.scoreLeft >= 2 || gc.scoreRight >= 2) // WIP: for testing
{
if (Math.abs(gc.scoreLeft - gc.scoreRight) >= 2)
{
s._matchEnd(s);
return;
}
}
ball.pos.x = c.w_mid;
ball.pos.y = random(c.h*0.3, c.h*0.7);
ball.speed = ball.baseSpeed;
ball.ballInPlay = true;
}
private _matchEnd(s: GameSession) {
s.matchEnded = true;
const gc = s.components;
let eventEnd: ev.EventMatchEnd;
if (gc.scoreLeft > gc.scoreRight) {
eventEnd = new ev.EventMatchEnd(en.PlayerSide.left);
console.log("Player Left WIN");
}
else {
eventEnd = new ev.EventMatchEnd(en.PlayerSide.right);
console.log("Player Right WIN");
}
s.playersMap.forEach( (client) => {
client.socket.send(JSON.stringify(eventEnd));
});
}
}
export {GameSession}

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import { Vector, VectorInteger } from "./Vector.js";
import { Component, Moving } from "./interface.js";
import * as c from "../constants.js"
class Rectangle implements Component {
pos: VectorInteger;
width: number;
height: number;
constructor(pos: VectorInteger, width: number, height: number) {
this.pos = new VectorInteger(pos.x, pos.y);
this.width = width;
this.height = height;
}
collision(collider: Rectangle): boolean {
const thisLeft = this.pos.x;
const thisRight = this.pos.x + this.width;
const thisTop = this.pos.y;
const thisBottom = this.pos.y + this.height;
const colliderLeft = collider.pos.x;
const colliderRight = collider.pos.x + collider.width;
const colliderTop = collider.pos.y;
const colliderBottom = collider.pos.y + collider.height;
if ((thisBottom < colliderTop)
|| (thisTop > colliderBottom)
|| (thisRight < colliderLeft)
|| (thisLeft > colliderRight)) {
return false;
}
else {
return true;
}
}
}
class MovingRectangle extends Rectangle implements Moving {
dir: Vector = new Vector(0,0);
speed: number;
readonly baseSpeed: number;
constructor(pos: VectorInteger, width: number, height: number, baseSpeed: number) {
super(pos, width, height);
this.baseSpeed = baseSpeed;
this.speed = baseSpeed;
}
move(delta: number) { // Math.floor WIP until VectorInteger debug
// console.log(`delta: ${delta}, speed: ${this.speed}, speed*delta: ${this.speed * delta}`);
// this.pos.x += Math.floor(this.dir.x * this.speed * delta);
// this.pos.y += Math.floor(this.dir.y * this.speed * delta);
this.pos.x += this.dir.x * this.speed * delta;
this.pos.y += this.dir.y * this.speed * delta;
}
moveAndCollide(delta: number, colliderArr: Rectangle[]) {
this._moveAndCollideAlgo(delta, colliderArr);
}
protected _moveAndCollideAlgo(delta: number, colliderArr: Rectangle[]) {
let oldPos = new VectorInteger(this.pos.x, this.pos.y);
this.move(delta);
if (colliderArr.some(this.collision, this)) {
this.pos = oldPos;
}
}
}
class Racket extends MovingRectangle {
constructor(pos: VectorInteger, width: number, height: number, baseSpeed: number) {
super(pos, width, height, baseSpeed);
}
moveAndCollide(delta: number, colliderArr: Rectangle[]) {
// let oldPos = new VectorInteger(this.pos.x, this.pos.y); // debug
this._moveAndCollideAlgo(delta, colliderArr);
// console.log(`y change: ${this.pos.y - oldPos.y}`);
}
}
class Ball extends MovingRectangle {
readonly speedIncrease: number;
ballInPlay: boolean = false;
constructor(pos: VectorInteger, size: number, baseSpeed: number, speedIncrease: number) {
super(pos, size, size, baseSpeed);
this.speedIncrease = speedIncrease;
}
bounce(collider?: Rectangle) {
this._bounceAlgo(collider);
}
protected _bounceAlgo(collider?: Rectangle) {
/* Could be more generic, but testing only Racket is enough,
because in Pong collider can only be Racket or Wall. */
if (collider instanceof Racket) {
this._bounceRacket(collider);
}
else {
this._bounceWall();
}
}
moveAndBounce(delta: number, colliderArr: Rectangle[]) {
this.move(delta);
let i = colliderArr.findIndex(this.collision, this);
if (i != -1)
{
this.bounce(colliderArr[i]);
this.move(delta);
}
}
protected _bounceWall() { // Should be enough for Wall
this.dir.y = this.dir.y * -1;
}
protected _bounceRacket(racket: Racket) {
this._bounceRacketAlgo(racket);
}
protected _bounceRacketAlgo(racket: Racket) {
this.speed += this.speedIncrease;
let x = this.dir.x * -1;
const angleFactorDegree = 60;
const angleFactor = angleFactorDegree / 90;
const racketHalf = racket.height/2;
const ballMid = this.pos.y + this.height/2;
const racketMid = racket.pos.y + racketHalf;
let impact = ballMid - racketMid;
const horizontalMargin = racketHalf * 0.15;
if (impact < horizontalMargin && impact > -horizontalMargin) {
impact = 0;
}
else if (impact > 0) {
impact = impact - horizontalMargin;
}
else if (impact < 0) {
impact = impact + horizontalMargin;
}
let y = impact / (racketHalf - horizontalMargin) * angleFactor;
this.dir.assign(x, y);
// Normalize Vector (for consistency in speed independent of direction)
if (c.normalizedSpeed) {
this.dir = this.dir.normalized();
}
// console.log(`x: ${this.dir.x}, y: ${this.dir.y}`);
}
}
export {Rectangle, MovingRectangle, Racket, Ball}

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class Vector {
x: number;
y: number;
constructor(x: number = 0, y: number = 0) {
this.x = x;
this.y = y;
}
assign(x: number, y: number) {
this.x = x;
this.y = y;
}
normalized() : Vector {
const normalizationFactor = Math.abs(this.x) + Math.abs(this.y);
return new Vector(this.x/normalizationFactor, this.y/normalizationFactor);
}
}
class VectorInteger extends Vector {
// PLACEHOLDER
// VectorInteger with set/get dont work (No draw on the screen). Why ?
}
/*
class VectorInteger {
// private _x: number = 0;
// private _y: number = 0;
// constructor(x: number = 0, y: number = 0) {
// this._x = x;
// this._y = y;
// }
// get x(): number {
// return this._x;
// }
// set x(v: number) {
// // this._x = Math.floor(v);
// this._x = v;
// }
// get y(): number {
// return this._y;
// }
// set y(v: number) {
// // this._y = Math.floor(v);
// this._y = v;
// }
}
*/
export {Vector, VectorInteger}

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import { Vector, VectorInteger } from "./Vector.js";
interface Component {
pos: VectorInteger;
}
interface GraphicComponent extends Component {
ctx: CanvasRenderingContext2D;
color: string;
update: () => void;
clear: (pos?: VectorInteger) => void;
}
interface Moving {
dir: Vector;
speed: number; // pixel per second
move(delta: number): void;
}
export {Component, GraphicComponent, Moving}

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export * from "../shared_js/constants.js"
// 15ms == 1000/66.666
export const serverGameLoopIntervalMS = 15; // millisecond
export const fixedDeltaTime = serverGameLoopIntervalMS/1000; // second
// 33.333ms == 1000/30
export const clientsUpdateIntervalMS = 1000/30; // millisecond
export const CanvasWidth = 1500;
export const CanvasRatio = 1.66666;
/* ratio 5/3 (1.66) */
export const w = CanvasWidth;
export const h = CanvasWidth / CanvasRatio;
export const w_mid = Math.floor(w/2);
export const h_mid = Math.floor(h/2);
export const pw = Math.floor(w*0.017);
export const ph = pw*6;
export const ballSize = pw;
export const wallSize = Math.floor(w*0.01);
export const racketSpeed = Math.floor(w*0.66); // pixel per second
export const ballSpeed = Math.floor(w*0.66); // pixel per second
export const ballSpeedIncrease = Math.floor(ballSpeed*0.05); // pixel per second
export const normalizedSpeed = false; // for consistency in speed independent of direction
export const matchStartDelay = 3000; // millisecond
export const newRoundDelay = 1500; // millisecond
// Game Variantes
export const multiBallsCount = 3;
export const movingWallPosMax = Math.floor(w*0.12);
export const movingWallSpeed = Math.floor(w*0.08);

47
JEU2/src/server/enums.ts Normal file
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enum EventTypes {
// Class Implemented
gameUpdate = 1,
scoreUpdate,
matchEnd,
assignId,
matchmakingComplete,
// Generic
matchmakingInProgress,
matchStart,
matchNewRound, // unused
matchPause, // unused
matchResume, // unused
// Client
clientAnnounce,
clientPlayerReady,
clientInput,
}
enum InputEnum {
noInput = 0,
up = 1,
down,
}
enum PlayerSide {
left = 1,
right
}
enum ClientRole {
player = 1,
spectator
}
enum MatchOptions {
// binary flags, can be mixed
noOption = 0b0,
multiBalls = 1 << 0,
movingWalls = 1 << 1
}
export {EventTypes, InputEnum, PlayerSide, ClientRole, MatchOptions}

41
JEU2/src/server/server.ts Normal file
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import http from "http";
import url from "url";
import fs from "fs";
import path from "path";
import {wsServer} from "./wsServer.js"; wsServer; // no-op, just for loading
const hostname = "localhost";
const port = 8080;
const root = "../../www/";
const server = http.createServer((req, res) => {
// let q = new URL(req.url, `http://${req.getHeaders().host}`)
let q = url.parse(req.url, true);
let filename = root + q.pathname;
fs.readFile(filename, (err, data) => {
if (err) {
res.writeHead(404, {"Content-Type": "text/html"});
return res.end("404 Not Found");
}
if (path.extname(filename) === ".html") {
res.writeHead(200, {"Content-Type": "text/html"});
}
else if (path.extname(filename) === ".js") {
res.writeHead(200, {"Content-Type": "application/javascript"});
}
else if (path.extname(filename) === ".mp3") {
res.writeHead(200, {"Content-Type": "audio/mpeg"});
}
else if (path.extname(filename) === ".ogg") {
res.writeHead(200, {"Content-Type": "audio/ogg"});
}
res.write(data);
return res.end();
});
});
server.listen(port, hostname, () => {
console.log(`Pong running at http://${hostname}:${port}/pong.html`);
});

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JEU2/src/server/utils.ts Normal file
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import { MovingRectangle } from "./class/Rectangle.js";
export * from "../shared_js/utils.js"
function shortId(id: string): string {
return id.substring(0, id.indexOf("-"));
}
export {shortId}
function random(min: number = 0, max: number = 1) {
return Math.random() * (max - min) + min;
}
function sleep (ms: number) {
return new Promise((resolve) => setTimeout(resolve, ms));
}
function clamp(n: number, min: number, max: number) : number
{
if (n < min)
n = min;
else if (n > max)
n = max;
return (n);
}
// Typescript hack, unused
function assertMovingRectangle(value: unknown): asserts value is MovingRectangle {
// if (value !== MovingRectangle) throw new Error("Not a MovingRectangle");
return;
}
export {random, sleep, clamp, assertMovingRectangle}

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import * as c from "./constants.js";
import { MovingRectangle } from "../shared_js/class/Rectangle.js";
import { GameComponents } from "./class/GameComponents.js";
function wallsMovements(delta: number, gc: GameComponents)
{
const wallTop = <MovingRectangle>gc.wallTop;
const wallBottom = <MovingRectangle>gc.wallBottom;
if (wallTop.pos.y <= 0 || wallTop.pos.y >= c.movingWallPosMax) {
wallTop.dir.y *= -1;
}
if (wallBottom.pos.y >= c.h-c.wallSize || wallBottom.pos.y <= c.h-c.movingWallPosMax) {
wallBottom.dir.y *= -1;
}
wallTop.moveAndCollide(delta, [gc.playerLeft, gc.playerRight]);
wallBottom.moveAndCollide(delta, [gc.playerLeft, gc.playerRight]);
}
export {wallsMovements}

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JEU2/src/server/wsServer.ts Normal file
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import { WebSocketServer, WebSocket as BaseLibWebSocket } from "ws";
export class WebSocket extends BaseLibWebSocket {
id?: string;
}
import { IncomingMessage } from "http";
import { v4 as uuidv4 } from 'uuid';
import * as en from "../shared_js/enums.js"
import * as ev from "../shared_js/class/Event.js"
import { Client, ClientPlayer } from "./class/Client.js"
import { GameSession } from "./class/GameSession.js"
import { shortId } from "./utils.js";
// pas indispensable d'avoir un autre port si le WebSocket est relié à un serveur http préexistant ?
const wsPort = 8042;
export const wsServer = new WebSocketServer<WebSocket>({port: wsPort, path: "/pong"});
const clientsMap: Map<string, Client> = new Map; // socket.id/Client
const matchmakingPlayersMap: Map<string, ClientPlayer> = new Map; // socket.id/ClientPlayer (duplicates with clientsMap)
const gameSessionsMap: Map<string, GameSession> = new Map; // GameSession.id(url)/GameSession
wsServer.on("connection", connectionListener);
wsServer.on("error", errorListener);
wsServer.on("close", closeListener);
function connectionListener(socket: WebSocket, request: IncomingMessage)
{
const id = uuidv4();
const client = new Client(socket, id);
clientsMap.set(id, client);
socket.id = id;
socket.on("pong", function heartbeat() {
client.isAlive = true;
// console.log(`client ${shortId(client.id)} is alive`);
});
socket.on("message", function log(data: string) {
try {
const event: ev.ClientEvent = JSON.parse(data);
if (event.type === en.EventTypes.clientInput) {
return;
}
}
catch (e) {}
console.log("data: " + data);
});
socket.once("message", clientAnnounceListener);
}
function clientAnnounceListener(this: WebSocket, data: string)
{
try {
const msg : ev.ClientAnnounce = JSON.parse(data);
if (msg.type === en.EventTypes.clientAnnounce)
{
// TODO: reconnection with msg.clientId ?
// TODO: spectator/player distinction with msg.role ?
// msg.role is probably not a good idea.
// something like a different route could be better
// "/pong" to play, "/ID_OF_A_GAMESESSION" to spectate
const player = clientsMap.get(this.id) as ClientPlayer;
player.matchOptions = msg.matchOptions;
this.send(JSON.stringify( new ev.EventAssignId(this.id) ));
this.send(JSON.stringify( new ev.ServerEvent(en.EventTypes.matchmakingInProgress) ));
matchmaking(player);
}
else {
console.log("Invalid ClientAnnounce");
}
return;
}
catch (e) {
console.log("Invalid JSON (clientAnnounceListener)");
}
this.once("message", clientAnnounceListener);
}
function matchmaking(player: ClientPlayer)
{
const minPlayersNumber = 2;
const maxPlayersNumber = 2;
const matchOptions = player.matchOptions;
matchmakingPlayersMap.set(player.id, player);
const compatiblePlayers: ClientPlayer[] = [];
for (const [id, client] of matchmakingPlayersMap)
{
if (client.matchOptions === matchOptions)
{
compatiblePlayers.push(client);
if (compatiblePlayers.length === maxPlayersNumber) {
break;
}
}
}
if (compatiblePlayers.length < minPlayersNumber) {
return;
}
const id = uuidv4();
const gameSession = new GameSession(id, matchOptions);
gameSessionsMap.set(id, gameSession);
compatiblePlayers.forEach((client) => {
matchmakingPlayersMap.delete(client.id);
client.gameSession = gameSession;
gameSession.playersMap.set(client.id, client);
gameSession.unreadyPlayersMap.set(client.id, client);
});
// WIP: Not pretty, hardcoded two players.
// Could be done in gameSession maybe ?
compatiblePlayers[0].racket = gameSession.components.playerRight;
compatiblePlayers[1].racket = gameSession.components.playerLeft;
compatiblePlayers.forEach((client) => {
client.socket.once("message", playerReadyConfirmationListener);
});
compatiblePlayers[0].socket.send(JSON.stringify( new ev.EventMatchmakingComplete(en.PlayerSide.right) ));
compatiblePlayers[1].socket.send(JSON.stringify( new ev.EventMatchmakingComplete(en.PlayerSide.left) ));
}
function playerReadyConfirmationListener(this: WebSocket, data: string)
{
try {
const msg : ev.ClientEvent = JSON.parse(data);
if (msg.type === en.EventTypes.clientPlayerReady)
{
const client = clientsMap.get(this.id);
const gameSession = client.gameSession;
gameSession.unreadyPlayersMap.delete(this.id);
if (gameSession.unreadyPlayersMap.size === 0) {
gameSession.playersMap.forEach( (client) => {
client.socket.send(JSON.stringify( new ev.ServerEvent(en.EventTypes.matchStart) ));
});
gameSession.start();
}
}
else {
console.log("Invalid playerReadyConfirmation");
}
return;
}
catch (e) {
console.log("Invalid JSON (playerReadyConfirmationListener)");
}
this.once("message", playerReadyConfirmationListener);
}
export function clientInputListener(this: WebSocket, data: string)
{
try {
// const input: ev.ClientEvent = JSON.parse(data);
const input: ev.EventInput = JSON.parse(data);
if (input.type === en.EventTypes.clientInput)
{
const client = clientsMap.get(this.id) as ClientPlayer;
client.inputBuffer = input;
client.gameSession.instantInputDebug(client); // wip
}
else {
console.log("Invalid clientInput");
}
}
catch (e) {
console.log("Invalid JSON (clientInputListener)");
}
}
////////////
////////////
const pingInterval = setInterval( () => {
let deleteLog = "";
clientsMap.forEach( (client, key, map) => {
if (!client.isAlive) {
clientTerminate(client, key, map);
deleteLog += ` ${shortId(key)} |`;
}
else {
client.isAlive = false;
client.socket.ping();
}
});
if (deleteLog) {
console.log(`Disconnected:${deleteLog}`);
}
console.log("gameSessionMap size: " + gameSessionsMap.size);
console.log("clientsMap size: " + clientsMap.size);
console.log("matchmakingPlayersMap size: " + matchmakingPlayersMap.size);
console.log("");
}, 4200);
function clientTerminate(client: Client, key: string, map: Map<string, Client>)
{
client.socket.terminate();
if (client.gameSession)
{
client.gameSession.playersMap.delete(key);
if (client.gameSession.playersMap.size === 0)
{
clearInterval(client.gameSession.clientsUpdateInterval);
clearInterval(client.gameSession.gameLoopInterval);
gameSessionsMap.delete(client.gameSession.id);
}
}
map.delete(key);
if (matchmakingPlayersMap.has(key)) {
matchmakingPlayersMap.delete(key);
}
}
function closeListener()
{
clearInterval(pingInterval);
}
function errorListener(error: Error)
{
console.log("Error: " + JSON.stringify(error));
}

107
JEU2/tsconfig.json Normal file
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{
"include": ["src"],
// "exclude": ["node_modules"],
"compilerOptions": {
// "outDir": "./build",
// "types": ["node"], /* Specify type package names to be included without being referenced in a source file. */
/* Visit https://aka.ms/tsconfig to read more about this file */
/* Projects */
// "incremental": true, /* Save .tsbuildinfo files to allow for incremental compilation of projects. */
// "composite": true, /* Enable constraints that allow a TypeScript project to be used with project references. */
// "tsBuildInfoFile": "./.tsbuildinfo", /* Specify the path to .tsbuildinfo incremental compilation file. */
// "disableSourceOfProjectReferenceRedirect": true, /* Disable preferring source files instead of declaration files when referencing composite projects. */
// "disableSolutionSearching": true, /* Opt a project out of multi-project reference checking when editing. */
// "disableReferencedProjectLoad": true, /* Reduce the number of projects loaded automatically by TypeScript. */
/* Language and Environment */
"target": "es2016", /* Set the JavaScript language version for emitted JavaScript and include compatible library declarations. */
// "lib": [], /* Specify a set of bundled library declaration files that describe the target runtime environment. */
// "jsx": "preserve", /* Specify what JSX code is generated. */
// "experimentalDecorators": true, /* Enable experimental support for TC39 stage 2 draft decorators. */
// "emitDecoratorMetadata": true, /* Emit design-type metadata for decorated declarations in source files. */
// "jsxFactory": "", /* Specify the JSX factory function used when targeting React JSX emit, e.gc. 'React.createElement' or 'h'. */
// "jsxFragmentFactory": "", /* Specify the JSX Fragment reference used for fragments when targeting React JSX emit e.gc. 'React.Fragment' or 'Fragment'. */
// "jsxImportSource": "", /* Specify module specifier used to import the JSX factory functions when using 'jsx: react-jsx*'. */
// "reactNamespace": "", /* Specify the object invoked for 'createElement'. This only applies when targeting 'react' JSX emit. */
// "noLib": true, /* Disable including any library files, including the default lib.d.ts. */
// "useDefineForClassFields": true, /* Emit ECMAScript-standard-compliant class fields. */
// "moduleDetection": "auto", /* Control what method is used to detect module-format JS files. */
/* Modules */
// "module": "commonjs", /* Specify what module code is generated. */
"module": "ES6", /* Specify what module code is generated. */
// "rootDir": "./", /* Specify the root folder within your source files. */
"moduleResolution": "node", /* Specify how TypeScript looks up a file from a given module specifier. */
// "baseUrl": "./", /* Specify the base directory to resolve non-relative module names. */
// "paths": {}, /* Specify a set of entries that re-map imports to additional lookup locations. */
// "rootDirs": [], /* Allow multiple folders to be treated as one when resolving modules. */
// "typeRoots": [], /* Specify multiple folders that act like './node_modules/@types'. */
// "allowUmdGlobalAccess": true, /* Allow accessing UMD globals from modules. */
// "moduleSuffixes": [], /* List of file name suffixes to search when resolving a module. */
// "resolveJsonModule": true, /* Enable importing .json files. */
// "noResolve": true, /* Disallow 'import's, 'require's or '<reference>'s from expanding the number of files TypeScript should add to a project. */
/* JavaScript Support */
// "allowJs": true, /* Allow JavaScript files to be a part of your program. Use the 'checkJS' option to get errors from these files. */
// "checkJs": true, /* Enable error reporting in type-checked JavaScript files. */
// "maxNodeModuleJsDepth": 1, /* Specify the maximum folder depth used for checking JavaScript files from 'node_modules'. Only applicable with 'allowJs'. */
/* Emit */
// "declaration": true, /* Generate .d.ts files from TypeScript and JavaScript files in your project. */
// "declarationMap": true, /* Create sourcemaps for d.ts files. */
// "emitDeclarationOnly": true, /* Only output d.ts files and not JavaScript files. */
// "sourceMap": true, /* Create source map files for emitted JavaScript files. */
// "outFile": "./", /* Specify a file that bundles all outputs into one JavaScript file. If 'declaration' is true, also designates a file that bundles all .d.ts output. */
// "outDir": "./", /* Specify an output folder for all emitted files. */
// "removeComments": true, /* Disable emitting comments. */
// "noEmit": true, /* Disable emitting files from a compilation. */
// "importHelpers": true, /* Allow importing helper functions from tslib once per project, instead of including them per-file. */
// "importsNotUsedAsValues": "remove", /* Specify emit/checking behavior for imports that are only used for types. */
// "downlevelIteration": true, /* Emit more compliant, but verbose and less performant JavaScript for iteration. */
// "sourceRoot": "", /* Specify the root path for debuggers to find the reference source code. */
// "mapRoot": "", /* Specify the location where debugger should locate map files instead of generated locations. */
// "inlineSourceMap": true, /* Include sourcemap files inside the emitted JavaScript. */
// "inlineSources": true, /* Include source code in the sourcemaps inside the emitted JavaScript. */
// "emitBOM": true, /* Emit a UTF-8 Byte Order Mark (BOM) in the beginning of output files. */
// "newLine": "crlf", /* Set the newline character for emitting files. */
// "stripInternal": true, /* Disable emitting declarations that have '@internal' in their JSDoc comments. */
// "noEmitHelpers": true, /* Disable generating custom helper functions like '__extends' in compiled output. */
// "noEmitOnError": true, /* Disable emitting files if any type checking errors are reported. */
// "preserveConstEnums": true, /* Disable erasing 'const enum' declarations in generated code. */
// "declarationDir": "./", /* Specify the output directory for generated declaration files. */
// "preserveValueImports": true, /* Preserve unused imported values in the JavaScript output that would otherwise be removed. */
/* Interop Constraints */
// "isolatedModules": true, /* Ensure that each file can be safely transpiled without relying on other imports. */
// "allowSyntheticDefaultImports": true, /* Allow 'import x from y' when a module doesn't have a default export. */
"esModuleInterop": true, /* Emit additional JavaScript to ease support for importing CommonJS modules. This enables 'allowSyntheticDefaultImports' for type compatibility. */
// "preserveSymlinks": true, /* Disable resolving symlinks to their realpath. This correlates to the same flag in node. */
"forceConsistentCasingInFileNames": true, /* Ensure that casing is correct in imports. */
/* Type Checking */
"strict": true, /* Enable all strict type-checking options. */
// "noImplicitAny": true, /* Enable error reporting for expressions and declarations with an implied 'any' type. */
"strictNullChecks": false, /* When type checking, take into account 'null' and 'undefined'. */
// "strictFunctionTypes": true, /* When assigning functions, check to ensure parameters and the return values are subtype-compatible. */
// "strictBindCallApply": true, /* Check that the arguments for 'bind', 'call', and 'apply' methods match the original function. */
// "strictPropertyInitialization": true, /* Check for class properties that are declared but not set in the constructor. */
// "noImplicitThis": true, /* Enable error reporting when 'this' is given the type 'any'. */
// "useUnknownInCatchVariables": true, /* Default catch clause variables as 'unknown' instead of 'any'. */
// "alwaysStrict": true, /* Ensure 'use strict' is always emitted. */
// "noUnusedLocals": true, /* Enable error reporting when local variables aren't read. */
// "noUnusedParameters": true, /* Raise an error when a function parameter isn't read. */
// "exactOptionalPropertyTypes": true, /* Interpret optional property types as written, rather than adding 'undefined'. */
// "noImplicitReturns": true, /* Enable error reporting for codepaths that do not explicitly return in a function. */
// "noFallthroughCasesInSwitch": true, /* Enable error reporting for fallthrough cases in switch statements. */
// "noUncheckedIndexedAccess": true, /* Add 'undefined' to a type when accessed using an index. */
// "noImplicitOverride": true, /* Ensure overriding members in derived classes are marked with an override modifier. */
// "noPropertyAccessFromIndexSignature": true, /* Enforces using indexed accessors for keys declared using an indexed type. */
// "allowUnusedLabels": true, /* Disable error reporting for unused labels. */
// "allowUnreachableCode": true, /* Disable error reporting for unreachable code. */
/* Completeness */
// "skipDefaultLibCheck": true, /* Skip type checking .d.ts files that are included with TypeScript. */
"skipLibCheck": true /* Skip type checking all .d.ts files. */
}
}

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import * as c from "./constants.js"
export const soundPongArr: HTMLAudioElement[] = [];
export const soundRoblox = new Audio("http://localhost:8080/sound/roblox-oof.ogg");
export function initAudio(muteFlag: boolean)
{
for (let i = 0; i <= 32; i++) {
soundPongArr.push(new Audio("http://localhost:8080/sound/pong/"+i+".ogg"));
soundPongArr[i].volume = c.soundPongVolume;
soundPongArr[i].muted = muteFlag;
}
soundRoblox.volume = c.soundRobloxVolume;
soundRoblox.muted = muteFlag;
}

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import * as en from "../enums.js"
/* From Server */
class ServerEvent {
type: en.EventTypes;
constructor(type: en.EventTypes = 0) {
this.type = type;
}
}
class EventAssignId extends ServerEvent {
id: string;
constructor(id: string) {
super(en.EventTypes.assignId);
this.id = id;
}
}
class EventMatchmakingComplete extends ServerEvent {
side: en.PlayerSide;
constructor(side: en.PlayerSide) {
super(en.EventTypes.matchmakingComplete);
this.side = side;
}
}
class EventGameUpdate extends ServerEvent {
playerLeft = {
y: 0
};
playerRight = {
y: 0
};
ballsArr: {
x: number,
y: number,
dirX: number,
dirY: number,
speed: number
}[] = [];
wallTop? = {
y: 0
};
wallBottom? = {
y: 0
};
lastInputId = 0;
constructor() { // TODO: constructor that take GameComponentsServer maybe ?
super(en.EventTypes.gameUpdate);
}
}
class EventScoreUpdate extends ServerEvent {
scoreLeft: number;
scoreRight: number;
constructor(scoreLeft: number, scoreRight: number) {
super(en.EventTypes.scoreUpdate);
this.scoreLeft = scoreLeft;
this.scoreRight = scoreRight;
}
}
class EventMatchEnd extends ServerEvent {
winner: en.PlayerSide;
constructor(winner: en.PlayerSide) {
super(en.EventTypes.matchEnd);
this.winner = winner;
}
}
/* From Client */
class ClientEvent {
type: en.EventTypes; // readonly ?
constructor(type: en.EventTypes = 0) {
this.type = type;
}
}
class ClientAnnounce extends ClientEvent {
role: en.ClientRole;
clientId: string;
matchOptions: en.MatchOptions;
constructor(role: en.ClientRole, matchOptions: en.MatchOptions, clientId: string = "") {
super(en.EventTypes.clientAnnounce);
this.role = role;
this.clientId = clientId;
this.matchOptions = matchOptions;
}
}
class EventInput extends ClientEvent {
input: en.InputEnum;
id: number;
constructor(input: en.InputEnum = en.InputEnum.noInput, id: number = 0) {
super(en.EventTypes.clientInput);
this.input = input;
this.id = id;
}
}
export {
ServerEvent, EventAssignId, EventMatchmakingComplete,
EventGameUpdate, EventScoreUpdate, EventMatchEnd,
ClientEvent, ClientAnnounce, EventInput
}

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import * as c from ".././constants.js"
class GameArea {
keys: string[] = [];
handleInputInterval: number = 0;
gameLoopInterval: number = 0;
drawLoopInterval: number = 0;
canvas: HTMLCanvasElement;
ctx: CanvasRenderingContext2D;
constructor() {
this.canvas = document.createElement("canvas");
this.ctx = this.canvas.getContext("2d") as CanvasRenderingContext2D;
this.canvas.width = c.CanvasWidth;
this.canvas.height = c.CanvasWidth / c.CanvasRatio;
let container = document.getElementById("canvas_container");
if (container)
container.insertBefore(this.canvas, container.childNodes[0]);
}
addKey(key: string) {
key = key.toLowerCase();
var i = this.keys.indexOf(key);
if (i == -1)
this.keys.push(key);
}
deleteKey(key: string) {
key = key.toLowerCase();
var i = this.keys.indexOf(key);
if (i != -1) {
this.keys.splice(i, 1);
}
}
clear() {
this.ctx.clearRect(0, 0, this.canvas.width, this.canvas.height);
}
}
export {GameArea}

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import * as c from "../constants.js"
import * as en from "../../shared_js/enums.js"
import { VectorInteger } from "./Vector.js";
import { Rectangle, MovingRectangle, Racket, Ball } from "./Rectangle.js";
import { random } from "../utils.js";
class GameComponents {
wallTop: Rectangle | MovingRectangle;
wallBottom: Rectangle | MovingRectangle;
playerLeft: Racket;
playerRight: Racket;
ballsArr: Ball[] = [];
constructor(options: en.MatchOptions)
{
const pos = new VectorInteger;
// Rackets
pos.assign(0+c.pw, c.h_mid-c.ph/2);
this.playerLeft = new Racket(pos, c.pw, c.ph, c.racketSpeed);
pos.assign(c.w-c.pw-c.pw, c.h_mid-c.ph/2);
this.playerRight = new Racket(pos, c.pw, c.ph, c.racketSpeed);
// Balls
let ballsCount = 1;
if (options & en.MatchOptions.multiBalls) {
ballsCount = c.multiBallsCount;
}
pos.assign(-c.ballSize, -c.ballSize); // ball out =)
while (this.ballsArr.length < ballsCount) {
this.ballsArr.push(new Ball(pos, c.ballSize, c.ballSpeed, c.ballSpeedIncrease))
}
this.ballsArr.forEach((ball) => {
ball.dir.x = 1;
if (random() > 0.5) {
ball.dir.x *= -1;
}
ball.dir.y = random(0, 0.2);
if (random() > 0.5) {
ball.dir.y *= -1;
}
ball.dir = ball.dir.normalized();
});
// Walls
if (options & en.MatchOptions.movingWalls) {
pos.assign(0, 0);
this.wallTop = new MovingRectangle(pos, c.w, c.wallSize, c.movingWallSpeed);
(<MovingRectangle>this.wallTop).dir.y = -1;
pos.assign(0, c.h-c.wallSize);
this.wallBottom = new MovingRectangle(pos, c.w, c.wallSize, c.movingWallSpeed);
(<MovingRectangle>this.wallBottom).dir.y = 1;
}
else {
pos.assign(0, 0);
this.wallTop = new Rectangle(pos, c.w, c.wallSize);
pos.assign(0, c.h-c.wallSize);
this.wallBottom = new Rectangle(pos, c.w, c.wallSize);
}
}
}
export {GameComponents}

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import * as c from "../constants.js"
import * as en from "../../shared_js/enums.js"
import { Vector, VectorInteger } from "../../shared_js/class/Vector.js";
import { TextElem, TextNumericValue } from "./Text.js";
import { RectangleClient, MovingRectangleClient, RacketClient, BallClient, Line } from "./RectangleClient.js";
import { GameComponents } from "../../shared_js/class/GameComponents.js";
import { MovingRectangle } from "../../shared_js/class/Rectangle.js";
class GameComponentsExtensionForClient extends GameComponents {
wallTop: RectangleClient | MovingRectangleClient;
wallBottom: RectangleClient | MovingRectangleClient;
playerLeft: RacketClient;
playerRight: RacketClient;
ballsArr: BallClient[];
constructor(options: en.MatchOptions, ctx: CanvasRenderingContext2D)
{
super(options);
// Rackets
const basePL = this.playerLeft;
const basePR = this.playerRight;
this.playerLeft = new RacketClient(
basePL.pos, basePL.width, basePL.height, basePL.baseSpeed,
ctx, "white");
this.playerRight = new RacketClient(
basePR.pos, basePR.width, basePR.height, basePR.baseSpeed,
ctx, "white");
// Balls
const newBallsArr: BallClient[] = [];
this.ballsArr.forEach((ball) => {
newBallsArr.push(new BallClient(ball.pos, ball.width, ball.baseSpeed, ball.speedIncrease,
ctx, "white")
);
});
this.ballsArr = newBallsArr;
// Walls
if (options & en.MatchOptions.movingWalls)
{
const baseWT = <MovingRectangle>this.wallTop;
const baseWB = <MovingRectangle>this.wallBottom;
this.wallTop = new MovingRectangleClient(baseWT.pos, baseWT.width, baseWT.height, baseWT.baseSpeed,
ctx, "grey");
(<MovingRectangleClient>this.wallTop).dir.assign(baseWT.dir.x, baseWT.dir.y);
this.wallBottom = new MovingRectangleClient(baseWB.pos, baseWB.width, baseWB.height, baseWB.baseSpeed,
ctx, "grey");
(<MovingRectangleClient>this.wallBottom).dir.assign(baseWB.dir.x, baseWB.dir.y);
}
else
{
const baseWT = this.wallTop;
const baseWB = this.wallBottom;
this.wallTop = new RectangleClient(baseWT.pos, baseWT.width, baseWT.height,
ctx, "grey");
this.wallBottom = new RectangleClient(baseWB.pos, baseWB.width, baseWB.height,
ctx, "grey");
}
}
}
class GameComponentsClient extends GameComponentsExtensionForClient {
midLine: Line;
scoreLeft: TextNumericValue;
scoreRight: TextNumericValue;
text1: TextElem;
w_grid_mid: RectangleClient;
w_grid_u1: RectangleClient;
w_grid_d1: RectangleClient;
h_grid_mid: RectangleClient;
h_grid_u1: RectangleClient;
h_grid_d1: RectangleClient;
constructor(options: en.MatchOptions, ctx: CanvasRenderingContext2D)
{
super(options, ctx);
let pos = new VectorInteger;
// Scores
pos.assign(c.w_mid-c.scoreSize*1.6, c.scoreSize*1.5);
this.scoreLeft = new TextNumericValue(pos, c.scoreSize, ctx, "white");
pos.assign(c.w_mid+c.scoreSize*1.1, c.scoreSize*1.5);
this.scoreRight = new TextNumericValue(pos, c.scoreSize, ctx, "white");
this.scoreLeft.value = 0;
this.scoreRight.value = 0;
// Text
pos.assign(0, c.h_mid);
this.text1 = new TextElem(pos, Math.floor(c.w/8), ctx, "white");
// Dotted Midline
pos.assign(c.w_mid-c.midLineSize/2, 0+c.wallSize);
this.midLine = new Line(pos, c.midLineSize, c.h-c.wallSize*2, ctx, "white", 15);
// Grid
pos.assign(0, c.h_mid);
this.w_grid_mid = new RectangleClient(pos, c.w, c.gridSize, ctx, "darkgreen");
pos.assign(0, c.h/4);
this.w_grid_u1 = new RectangleClient(pos, c.w, c.gridSize, ctx, "darkgreen");
pos.assign(0, c.h-c.h/4);
this.w_grid_d1 = new RectangleClient(pos, c.w, c.gridSize, ctx, "darkgreen");
pos.assign(c.w_mid, 0);
this.h_grid_mid = new RectangleClient(pos, c.gridSize, c.h, ctx, "darkgreen");
pos.assign(c.w/4, 0);
this.h_grid_u1 = new RectangleClient(pos, c.gridSize, c.h, ctx, "darkgreen");
pos.assign(c.w-c.w/4, 0);
this.h_grid_d1 = new RectangleClient(pos, c.gridSize, c.h, ctx, "darkgreen");
}
}
export {GameComponentsClient}

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import * as en from "../../shared_js/enums.js"
import * as ev from "../../shared_js/class/Event.js"
class InputHistory {
input: en.InputEnum;
id: number;
deltaTime: number;
constructor(inputState: ev.EventInput, deltaTime: number) {
this.input = inputState.input;
this.id = inputState.id;
this.deltaTime = deltaTime;
}
}
export {InputHistory}

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import { Vector, VectorInteger } from "./Vector.js";
import { Component, Moving } from "./interface.js";
import * as c from "../constants.js"
class Rectangle implements Component {
pos: VectorInteger;
width: number;
height: number;
constructor(pos: VectorInteger, width: number, height: number) {
this.pos = new VectorInteger(pos.x, pos.y);
this.width = width;
this.height = height;
}
collision(collider: Rectangle): boolean {
const thisLeft = this.pos.x;
const thisRight = this.pos.x + this.width;
const thisTop = this.pos.y;
const thisBottom = this.pos.y + this.height;
const colliderLeft = collider.pos.x;
const colliderRight = collider.pos.x + collider.width;
const colliderTop = collider.pos.y;
const colliderBottom = collider.pos.y + collider.height;
if ((thisBottom < colliderTop)
|| (thisTop > colliderBottom)
|| (thisRight < colliderLeft)
|| (thisLeft > colliderRight)) {
return false;
}
else {
return true;
}
}
}
class MovingRectangle extends Rectangle implements Moving {
dir: Vector = new Vector(0,0);
speed: number;
readonly baseSpeed: number;
constructor(pos: VectorInteger, width: number, height: number, baseSpeed: number) {
super(pos, width, height);
this.baseSpeed = baseSpeed;
this.speed = baseSpeed;
}
move(delta: number) { // Math.floor WIP until VectorInteger debug
// console.log(`delta: ${delta}, speed: ${this.speed}, speed*delta: ${this.speed * delta}`);
// this.pos.x += Math.floor(this.dir.x * this.speed * delta);
// this.pos.y += Math.floor(this.dir.y * this.speed * delta);
this.pos.x += this.dir.x * this.speed * delta;
this.pos.y += this.dir.y * this.speed * delta;
}
moveAndCollide(delta: number, colliderArr: Rectangle[]) {
this._moveAndCollideAlgo(delta, colliderArr);
}
protected _moveAndCollideAlgo(delta: number, colliderArr: Rectangle[]) {
let oldPos = new VectorInteger(this.pos.x, this.pos.y);
this.move(delta);
if (colliderArr.some(this.collision, this)) {
this.pos = oldPos;
}
}
}
class Racket extends MovingRectangle {
constructor(pos: VectorInteger, width: number, height: number, baseSpeed: number) {
super(pos, width, height, baseSpeed);
}
moveAndCollide(delta: number, colliderArr: Rectangle[]) {
// let oldPos = new VectorInteger(this.pos.x, this.pos.y); // debug
this._moveAndCollideAlgo(delta, colliderArr);
// console.log(`y change: ${this.pos.y - oldPos.y}`);
}
}
class Ball extends MovingRectangle {
readonly speedIncrease: number;
ballInPlay: boolean = false;
constructor(pos: VectorInteger, size: number, baseSpeed: number, speedIncrease: number) {
super(pos, size, size, baseSpeed);
this.speedIncrease = speedIncrease;
}
bounce(collider?: Rectangle) {
this._bounceAlgo(collider);
}
protected _bounceAlgo(collider?: Rectangle) {
/* Could be more generic, but testing only Racket is enough,
because in Pong collider can only be Racket or Wall. */
if (collider instanceof Racket) {
this._bounceRacket(collider);
}
else {
this._bounceWall();
}
}
moveAndBounce(delta: number, colliderArr: Rectangle[]) {
this.move(delta);
let i = colliderArr.findIndex(this.collision, this);
if (i != -1)
{
this.bounce(colliderArr[i]);
this.move(delta);
}
}
protected _bounceWall() { // Should be enough for Wall
this.dir.y = this.dir.y * -1;
}
protected _bounceRacket(racket: Racket) {
this._bounceRacketAlgo(racket);
}
protected _bounceRacketAlgo(racket: Racket) {
this.speed += this.speedIncrease;
let x = this.dir.x * -1;
const angleFactorDegree = 60;
const angleFactor = angleFactorDegree / 90;
const racketHalf = racket.height/2;
const ballMid = this.pos.y + this.height/2;
const racketMid = racket.pos.y + racketHalf;
let impact = ballMid - racketMid;
const horizontalMargin = racketHalf * 0.15;
if (impact < horizontalMargin && impact > -horizontalMargin) {
impact = 0;
}
else if (impact > 0) {
impact = impact - horizontalMargin;
}
else if (impact < 0) {
impact = impact + horizontalMargin;
}
let y = impact / (racketHalf - horizontalMargin) * angleFactor;
this.dir.assign(x, y);
// Normalize Vector (for consistency in speed independent of direction)
if (c.normalizedSpeed) {
this.dir = this.dir.normalized();
}
// console.log(`x: ${this.dir.x}, y: ${this.dir.y}`);
}
}
export {Rectangle, MovingRectangle, Racket, Ball}

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import { Vector, VectorInteger } from "../../shared_js/class/Vector.js";
import { Component, GraphicComponent, Moving } from "../../shared_js/class/interface.js";
import { Rectangle, MovingRectangle, Racket, Ball } from "../../shared_js/class/Rectangle.js";
import { soundPongArr } from "../audio.js"
import { random } from "../utils.js";
function updateRectangle(this: RectangleClient) {
this.ctx.fillStyle = this.color;
this.ctx.fillRect(this.pos.x, this.pos.y, this.width, this.height);
}
function clearRectangle(this: RectangleClient, pos?: VectorInteger) {
if (pos)
this.ctx.clearRect(pos.x, pos.y, this.width, this.height);
else
this.ctx.clearRect(this.pos.x, this.pos.y, this.width, this.height);
}
class RectangleClient extends Rectangle implements GraphicComponent {
ctx: CanvasRenderingContext2D;
color: string;
update: () => void;
clear: (pos?: VectorInteger) => void;
constructor(pos: VectorInteger, width: number, height: number,
ctx: CanvasRenderingContext2D, color: string)
{
super(pos, width, height);
this.ctx = ctx;
this.color = color;
this.update = updateRectangle;
this.clear = clearRectangle;
}
// update() {
// this.ctx.fillStyle = this.color;
// this.ctx.fillRect(this.pos.x, this.pos.y, this.width, this.height);
// }
// clear(pos?: VectorInteger) {
// if (pos)
// this.ctx.clearRect(pos.x, pos.y, this.width, this.height);
// else
// this.ctx.clearRect(this.pos.x, this.pos.y, this.width, this.height);
// }
}
class MovingRectangleClient extends MovingRectangle implements GraphicComponent {
ctx: CanvasRenderingContext2D;
color: string;
update: () => void;
clear: (pos?: VectorInteger) => void;
constructor(pos: VectorInteger, width: number, height: number, baseSpeed: number,
ctx: CanvasRenderingContext2D, color: string)
{
super(pos, width, height, baseSpeed);
this.ctx = ctx;
this.color = color;
this.update = updateRectangle;
this.clear = clearRectangle;
}
}
class RacketClient extends Racket implements GraphicComponent {
ctx: CanvasRenderingContext2D;
color: string;
update: () => void;
clear: (pos?: VectorInteger) => void;
constructor(pos: VectorInteger, width: number, height: number, baseSpeed: number,
ctx: CanvasRenderingContext2D, color: string)
{
super(pos, width, height, baseSpeed);
this.ctx = ctx;
this.color = color;
this.update = updateRectangle;
this.clear = clearRectangle;
}
}
class BallClient extends Ball implements GraphicComponent {
ctx: CanvasRenderingContext2D;
color: string;
update: () => void;
clear: (pos?: VectorInteger) => void;
constructor(pos: VectorInteger, size: number, baseSpeed: number, speedIncrease: number,
ctx: CanvasRenderingContext2D, color: string)
{
super(pos, size, baseSpeed, speedIncrease);
this.ctx = ctx;
this.color = color;
this.update = updateRectangle;
this.clear = clearRectangle;
}
bounce(collider?: Rectangle) {
this._bounceAlgo(collider);
soundPongArr[ Math.floor(random(0, soundPongArr.length)) ].play();
}
/* protected _bounceRacket(collider: Racket) {
this._bounceRacketAlgo(collider);
soundRoblox.play();
} */
}
function updateLine(this: Line) {
this.ctx.fillStyle = this.color;
let pos: VectorInteger = new VectorInteger;
let i = 0;
while (i < this.segmentCount)
{
// for Horizontal Line
// pos.y = this.pos.y;
// pos.x = this.pos.x + this.segmentWidth * i;
pos.x = this.pos.x;
pos.y = this.pos.y + this.segmentHeight * i;
this.ctx.fillRect(pos.x, pos.y, this.segmentWidth, this.segmentHeight);
i += 2;
}
}
class Line extends RectangleClient {
gapeCount: number = 0;
segmentCount: number;
segmentWidth: number;
segmentHeight: number;
constructor(pos: VectorInteger, width: number, height: number,
ctx: CanvasRenderingContext2D, color: string, gapeCount?: number)
{
super(pos, width, height, ctx, color);
this.update = updateLine;
if (gapeCount)
this.gapeCount = gapeCount;
this.segmentCount = this.gapeCount * 2 + 1;
this.segmentWidth = this.width;
this.segmentHeight = this.height / this.segmentCount;
// for Horizontal Line
// this.segmentWidth = this.width / this.segmentCount;
// this.segmentHeight = this.height;
}
}
export {RectangleClient, MovingRectangleClient, RacketClient, BallClient, Line}

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import { Vector, VectorInteger } from "../../shared_js/class/Vector.js";
import { Component } from "../../shared_js/class/interface.js";
// conflict with Text
class TextElem implements Component {
ctx: CanvasRenderingContext2D;
pos: VectorInteger;
color: string;
size: number;
font: string;
text: string = "";
constructor(pos: VectorInteger, size: number,
ctx: CanvasRenderingContext2D, color: string, font: string = "Bit5x3")
{
// this.pos = Object.assign({}, pos); // create bug, Uncaught TypeError: X is not a function
this.pos = new VectorInteger(pos.x, pos.y);
this.size = size;
this.ctx = ctx;
this.color = color;
this.font = font;
}
update() {
this.ctx.font = this.size + "px" + " " + this.font;
this.ctx.fillStyle = this.color;
this.ctx.fillText(this.text, this.pos.x, this.pos.y);
}
clear() {
// clear no very accurate for Text
// https://developer.mozilla.org/en-US/docs/Web/API/TextMetrics
let textMetric = this.ctx.measureText(this.text);
// console.log("textMetric.width = "+textMetric.width);
// console.log("size = "+this.size);
// console.log("x = "+this.pos.x);
// console.log("y = "+this.pos.y);
this.ctx.clearRect(this.pos.x - 1, this.pos.y-this.size + 1, textMetric.width, this.size);
// +1 and -1 because float imprecision (and Math.floor() with VectorInteger dont work for the moment)
// (or maybe its textMetric imprecision ?)
}
}
class TextNumericValue extends TextElem {
private _value: number = 0;
constructor(pos: VectorInteger, size: number,
ctx: CanvasRenderingContext2D, color: string, font?: string)
{
super(pos, size, ctx, color, font);
}
get value() {
return this._value;
}
set value(v: number) {
this._value = v;
this.text = v.toString();
}
}
export {TextElem, TextNumericValue}

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class Vector {
x: number;
y: number;
constructor(x: number = 0, y: number = 0) {
this.x = x;
this.y = y;
}
assign(x: number, y: number) {
this.x = x;
this.y = y;
}
normalized() : Vector {
const normalizationFactor = Math.abs(this.x) + Math.abs(this.y);
return new Vector(this.x/normalizationFactor, this.y/normalizationFactor);
}
}
class VectorInteger extends Vector {
// PLACEHOLDER
// VectorInteger with set/get dont work (No draw on the screen). Why ?
}
/*
class VectorInteger {
// private _x: number = 0;
// private _y: number = 0;
// constructor(x: number = 0, y: number = 0) {
// this._x = x;
// this._y = y;
// }
// get x(): number {
// return this._x;
// }
// set x(v: number) {
// // this._x = Math.floor(v);
// this._x = v;
// }
// get y(): number {
// return this._y;
// }
// set y(v: number) {
// // this._y = Math.floor(v);
// this._y = v;
// }
}
*/
export {Vector, VectorInteger}

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import { Vector, VectorInteger } from "./Vector.js";
interface Component {
pos: VectorInteger;
}
interface GraphicComponent extends Component {
ctx: CanvasRenderingContext2D;
color: string;
update: () => void;
clear: (pos?: VectorInteger) => void;
}
interface Moving {
dir: Vector;
speed: number; // pixel per second
move(delta: number): void;
}
export {Component, GraphicComponent, Moving}

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export const CanvasWidth = 1500;
export const CanvasRatio = 1.66666;
/* ratio 5/3 (1.66) */
export const w = CanvasWidth;
export const h = CanvasWidth / CanvasRatio;
export const w_mid = Math.floor(w/2);
export const h_mid = Math.floor(h/2);
export const pw = Math.floor(w*0.017);
export const ph = pw*6;
export const ballSize = pw;
export const wallSize = Math.floor(w*0.01);
export const racketSpeed = Math.floor(w*0.66); // pixel per second
export const ballSpeed = Math.floor(w*0.66); // pixel per second
export const ballSpeedIncrease = Math.floor(ballSpeed*0.05); // pixel per second
export const normalizedSpeed = false; // for consistency in speed independent of direction
export const matchStartDelay = 3000; // millisecond
export const newRoundDelay = 1500; // millisecond
// Game Variantes
export const multiBallsCount = 3;
export const movingWallPosMax = Math.floor(w*0.12);
export const movingWallSpeed = Math.floor(w*0.08);

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import { w } from "../shared_js/constants.js"
export * from "../shared_js/constants.js"
export const midLineSize = Math.floor(w/150);
export const scoreSize = Math.floor(w/16);
export const gridSize = Math.floor(w/500);
// min interval on Firefox seems to be 15. Chrome can go lower.
export const handleInputIntervalMS = 15; // millisecond
export const sendLoopIntervalMS = 15; // millisecond // unused
export const gameLoopIntervalMS = 15; // millisecond
export const drawLoopIntervalMS = 15; // millisecond
export const fixedDeltaTime = gameLoopIntervalMS/1000; // second
export const soundRobloxVolume = 0.3; // between 0 and 1
export const soundPongVolume = 0.3; // between 0 and 1

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import { pong, gc } from "./global.js"
import * as c from "./constants.js"
import * as en from "../shared_js/enums.js"
import { gridDisplay } from "./handleInput.js";
function drawLoop()
{
pong.clear();
if (gridDisplay) {
drawGrid();
}
drawStatic();
gc.text1.update();
drawDynamic();
}
function drawDynamic()
{
gc.scoreLeft.update();
gc.scoreRight.update();
gc.playerLeft.update();
gc.playerRight.update();
gc.ballsArr.forEach((ball) => {
ball.update();
});
}
function drawStatic()
{
gc.midLine.update();
gc.wallTop.update();
gc.wallBottom.update();
}
function drawGrid()
{
gc.w_grid_mid.update();
gc.w_grid_u1.update();
gc.w_grid_d1.update();
gc.h_grid_mid.update();
gc.h_grid_u1.update();
gc.h_grid_d1.update();
}
export {drawLoop}

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enum EventTypes {
// Class Implemented
gameUpdate = 1,
scoreUpdate,
matchEnd,
assignId,
matchmakingComplete,
// Generic
matchmakingInProgress,
matchStart,
matchNewRound, // unused
matchPause, // unused
matchResume, // unused
// Client
clientAnnounce,
clientPlayerReady,
clientInput,
}
enum InputEnum {
noInput = 0,
up = 1,
down,
}
enum PlayerSide {
left = 1,
right
}
enum ClientRole {
player = 1,
spectator
}
enum MatchOptions {
// binary flags, can be mixed
noOption = 0b0,
multiBalls = 1 << 0,
movingWalls = 1 << 1
}
export {EventTypes, InputEnum, PlayerSide, ClientRole, MatchOptions}

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import * as c from "./constants.js";
import * as en from "../shared_js/enums.js"
import { gc, matchOptions, clientInfo } from "./global.js";
import { wallsMovements } from "../shared_js/wallsMovement.js";
let actual_time: number = Date.now();
let last_time: number;
let delta_time: number;
function gameLoop()
{
/* last_time = actual_time;
actual_time = Date.now();
delta_time = (actual_time - last_time) / 1000; */
delta_time = c.fixedDeltaTime;
// console.log(`delta_gameLoop: ${delta_time}`);
// interpolation
// console.log(`dir.y: ${clientInfo.opponent.dir.y}, pos.y: ${clientInfo.opponent.pos.y}, opponentNextPos.y: ${clientInfo.opponentNextPos.y}`);
if (clientInfo.opponent.dir.y != 0 ) {
opponentInterpolation(delta_time);
}
// client prediction
gc.ballsArr.forEach((ball) => {
ball.moveAndBounce(delta_time, [gc.wallTop, gc.wallBottom, gc.playerLeft, gc.playerRight]);
});
if (matchOptions & en.MatchOptions.movingWalls) {
wallsMovements(delta_time, gc);
}
}
function opponentInterpolation(delta: number)
{
// interpolation
clientInfo.opponent.moveAndCollide(delta, [gc.wallTop, gc.wallBottom]);
if ((clientInfo.opponent.dir.y > 0 && clientInfo.opponent.pos.y > clientInfo.opponentNextPos.y)
|| (clientInfo.opponent.dir.y < 0 && clientInfo.opponent.pos.y < clientInfo.opponentNextPos.y))
{
clientInfo.opponent.dir.y = 0;
clientInfo.opponent.pos.y = clientInfo.opponentNextPos.y;
}
}
export {gameLoop}

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export {pong, gc, matchOptions} from "./pong.js"
export {socket, clientInfo} from "./ws.js"

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import { pong, gc, socket, clientInfo } from "./global.js"
import * as ev from "../shared_js/class/Event.js"
import * as en from "../shared_js/enums.js"
import { InputHistory } from "./class/InputHistory.js"
import * as c from "./constants.js";
export let gridDisplay = false;
let actual_time: number = Date.now();
let last_time: number;
let delta_time: number;
const inputState: ev.EventInput = new ev.EventInput();
const inputHistoryArr: InputHistory[] = [];
// test
/* export function sendLoop()
{
socket.send(JSON.stringify(inputState));
} */
function handleInput()
{
/* last_time = actual_time;
actual_time = Date.now();
delta_time = (actual_time - last_time) / 1000; */
delta_time = c.fixedDeltaTime;
// console.log(`delta_time: ${delta_time}`);
inputState.id = Date.now();
inputState.input = en.InputEnum.noInput;
const keys = pong.keys;
if (keys.length !== 0)
{
if (keys.indexOf("g") != -1)
{
gridDisplay = !gridDisplay;
pong.deleteKey("g");
}
playerMovements(delta_time, keys);
}
socket.send(JSON.stringify(inputState));
// setTimeout(testInputDelay, 100);
inputHistoryArr.push(new InputHistory(inputState, delta_time));
// client prediction
if (inputState.input !== en.InputEnum.noInput) {
// TODO: peut-etre le mettre dans game loop ?
// Attention au delta time dans ce cas !
playerMovePrediction(delta_time, inputState.input);
}
}
function playerMovements(delta: number, keys: string[])
{
if (keys.indexOf("w") !== -1 || keys.indexOf("ArrowUp".toLowerCase()) !== -1)
{
if (keys.indexOf("s") === -1 && keys.indexOf("ArrowDown".toLowerCase()) === -1) {
inputState.input = en.InputEnum.up;
}
}
else if (keys.indexOf("s") !== -1 || keys.indexOf("ArrowDown".toLowerCase()) !== -1) {
inputState.input = en.InputEnum.down;
}
}
function testInputDelay() {
socket.send(JSON.stringify(inputState));
}
function playerMovePrediction(delta: number, input: en.InputEnum)
{
// client prediction
const racket = clientInfo.racket;
if (input === en.InputEnum.up) {
racket.dir.y = -1;
}
else if (input === en.InputEnum.down) {
racket.dir.y = 1;
}
racket.moveAndCollide(delta, [gc.wallTop, gc.wallBottom]);
}
function repeatInput(lastInputId: number)
{
// server reconciliation
let i = inputHistoryArr.findIndex((value: InputHistory) => {
if (value.id === lastInputId) {
return true;
}
return false;
});
// console.log(`inputHistory total: ${inputHistoryArr.length}` );
inputHistoryArr.splice(0, i+1);
// console.log(`inputHistory left: ${inputHistoryArr.length}` );
inputHistoryArr.forEach((value: InputHistory) => {
if (value.input !== en.InputEnum.noInput) {
playerMovePrediction(value.deltaTime, value.input);
}
});
}
export {handleInput, repeatInput}

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initDom();
function initDom() {
document.getElementById("play_pong_button").addEventListener("click", init);
}
import * as c from "./constants.js"
import * as en from "../shared_js/enums.js"
import { GameArea } from "./class/GameArea.js";
import { GameComponentsClient } from "./class/GameComponentsClient.js";
import { handleInput } from "./handleInput.js";
// import { sendLoop } from "./handleInput.js";
import { gameLoop } from "./gameLoop.js"
import { drawLoop } from "./draw.js";
import { countdown } from "./utils.js";
import { initWebSocket } from "./ws.js";
import { initAudio } from "./audio.js";
/* Keys
Racket: W/S OR Up/Down
Grid On-Off: G
*/
/* TODO: A way to delay the init of variables, but still use "const" not "let" ? */
export let pong: GameArea;
export let gc: GameComponentsClient;
export let matchOptions: en.MatchOptions = en.MatchOptions.noOption;
function init()
{
console.log("multi_balls:"+(<HTMLInputElement>document.getElementById("multi_balls")).checked);
console.log("moving_walls:"+(<HTMLInputElement>document.getElementById("moving_walls")).checked);
console.log("sound_on:"+(<HTMLInputElement>document.getElementById("sound_on")).checked);
let soundMutedFlag = false;
if ( (<HTMLInputElement>document.getElementById("sound_off")).checked ) {
soundMutedFlag = true;
}
initAudio(soundMutedFlag);
if ( (<HTMLInputElement>document.getElementById("multi_balls")).checked ) {
matchOptions |= en.MatchOptions.multiBalls;
}
if ( (<HTMLInputElement>document.getElementById("moving_walls")).checked ) {
matchOptions |= en.MatchOptions.movingWalls;
}
document.getElementById("div_game_options").hidden = true;
pong = new GameArea();
gc = new GameComponentsClient(matchOptions, pong.ctx);
initWebSocket(matchOptions);
}
function matchmaking()
{
console.log("Searching an opponent...");
gc.text1.clear();
gc.text1.pos.assign(c.w/5, c.h_mid);
gc.text1.text = "Searching...";
gc.text1.update();
}
function matchmakingComplete()
{
console.log("Match Found !");
gc.text1.clear();
gc.text1.pos.assign(c.w/8, c.h_mid);
gc.text1.text = "Match Found !";
gc.text1.update();
}
function startGame() {
gc.text1.pos.assign(c.w_mid, c.h_mid+c.h/4);
countdown(c.matchStartDelay/1000, (count: number) => {
gc.text1.clear();
gc.text1.text = `${count}`;
gc.text1.update();
}, resumeGame);
}
function resumeGame()
{
gc.text1.text = "";
window.addEventListener('keydown', function (e) {
pong.addKey(e.key);
});
window.addEventListener('keyup', function (e) {
pong.deleteKey(e.key);
});
pong.handleInputInterval = window.setInterval(handleInput, c.handleInputIntervalMS);
// pong.handleInputInterval = window.setInterval(sendLoop, c.sendLoopIntervalMS);
pong.gameLoopInterval = window.setInterval(gameLoop, c.gameLoopIntervalMS);
pong.drawLoopInterval = window.setInterval(drawLoop, c.drawLoopIntervalMS);
}
export {matchmaking, matchmakingComplete, startGame}

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import { MovingRectangle } from "./class/Rectangle.js";
function random(min: number = 0, max: number = 1) {
return Math.random() * (max - min) + min;
}
function sleep (ms: number) {
return new Promise((resolve) => setTimeout(resolve, ms));
}
function clamp(n: number, min: number, max: number) : number
{
if (n < min)
n = min;
else if (n > max)
n = max;
return (n);
}
// Typescript hack, unused
function assertMovingRectangle(value: unknown): asserts value is MovingRectangle {
// if (value !== MovingRectangle) throw new Error("Not a MovingRectangle");
return;
}
export {random, sleep, clamp, assertMovingRectangle}

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export * from "../shared_js/utils.js"
function countdown(count: number, callback?: (count: number) => void, endCallback?: () => void)
{
console.log("countdown ", count);
if (count > 0) {
if (callback) {
callback(count);
}
setTimeout(countdown, 1000, --count, callback, endCallback);
}
else if (endCallback) {
endCallback();
}
}
export {countdown}

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import * as c from "./constants.js";
import { MovingRectangle } from "../shared_js/class/Rectangle.js";
import { GameComponents } from "./class/GameComponents.js";
function wallsMovements(delta: number, gc: GameComponents)
{
const wallTop = <MovingRectangle>gc.wallTop;
const wallBottom = <MovingRectangle>gc.wallBottom;
if (wallTop.pos.y <= 0 || wallTop.pos.y >= c.movingWallPosMax) {
wallTop.dir.y *= -1;
}
if (wallBottom.pos.y >= c.h-c.wallSize || wallBottom.pos.y <= c.h-c.movingWallPosMax) {
wallBottom.dir.y *= -1;
}
wallTop.moveAndCollide(delta, [gc.playerLeft, gc.playerRight]);
wallBottom.moveAndCollide(delta, [gc.playerLeft, gc.playerRight]);
}
export {wallsMovements}

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import * as c from "./constants.js"
import { gc, matchOptions } from "./global.js"
import * as ev from "../shared_js/class/Event.js"
import * as en from "../shared_js/enums.js"
import { matchmaking, matchmakingComplete, startGame } from "./pong.js";
import { RacketClient } from "./class/RectangleClient.js";
import { repeatInput } from "./handleInput.js";
import { soundRoblox } from "./audio.js"
import { sleep } from "./utils.js";
import { Vector, VectorInteger } from "../shared_js/class/Vector.js";
class ClientInfo {
id = "";
side: en.PlayerSide;
racket: RacketClient;
opponent: RacketClient;
opponentNextPos: VectorInteger;
}
const wsPort = 8042;
const wsUrl = "ws://" + document.location.hostname + ":" + wsPort + "/pong";
export let socket: WebSocket; /* TODO: A way to still use "const" not "let" ? */
export const clientInfo = new ClientInfo();
export function initWebSocket(options: en.MatchOptions)
{
socket = new WebSocket(wsUrl, "json");
socket.addEventListener("open", (event) => {
socket.send(JSON.stringify( new ev.ClientAnnounce(en.ClientRole.player, options, clientInfo.id) ));
});
// socket.addEventListener("message", logListener); // for testing purpose
socket.addEventListener("message", preMatchListener);
}
function logListener(this: WebSocket, event: MessageEvent) {
console.log("%i: " + event.data, Date.now());
}
function preMatchListener(this: WebSocket, event: MessageEvent)
{
const data: ev.ServerEvent = JSON.parse(event.data);
switch (data.type) {
case en.EventTypes.assignId:
clientInfo.id = (<ev.EventAssignId>data).id;
break;
case en.EventTypes.matchmakingInProgress:
matchmaking();
break;
case en.EventTypes.matchmakingComplete:
clientInfo.side = (<ev.EventMatchmakingComplete>data).side;
if (clientInfo.side === en.PlayerSide.left)
{
clientInfo.racket = gc.playerLeft;
clientInfo.opponent = gc.playerRight;
}
else if (clientInfo.side === en.PlayerSide.right)
{
clientInfo.racket = gc.playerRight;
clientInfo.opponent = gc.playerLeft;
}
clientInfo.opponentNextPos = new VectorInteger(clientInfo.opponent.pos.x, clientInfo.opponent.pos.y);
clientInfo.racket.color = "darkgreen"; // for testing purpose
socket.send(JSON.stringify( new ev.ClientEvent(en.EventTypes.clientPlayerReady) )); // TODO: set an interval/timeout to resend until matchStart response (in case of network problem)
matchmakingComplete();
break;
case en.EventTypes.matchStart:
socket.removeEventListener("message", preMatchListener);
socket.addEventListener("message", inGameListener);
startGame();
break;
}
}
function inGameListener(event: MessageEvent)
{
const data: ev.ServerEvent = JSON.parse(event.data);
switch (data.type) {
case en.EventTypes.gameUpdate:
// setTimeout(gameUpdate, 500, data as ev.EventGameUpdate); // artificial latency for testing purpose
gameUpdate(data as ev.EventGameUpdate);
break;
case en.EventTypes.scoreUpdate:
scoreUpdate(data as ev.EventScoreUpdate);
break;
case en.EventTypes.matchEnd:
matchEnd(data as ev.EventMatchEnd);
break;
}
}
function gameUpdate(data: ev.EventGameUpdate)
{
console.log("gameUpdate");
if (matchOptions & en.MatchOptions.movingWalls) {
gc.wallTop.pos.y = data.wallTop.y;
gc.wallBottom.pos.y = data.wallBottom.y;
}
data.ballsArr.forEach((ball, i) => {
gc.ballsArr[i].pos.assign(ball.x, ball.y);
gc.ballsArr[i].dir.assign(ball.dirX, ball.dirY);
gc.ballsArr[i].speed = ball.speed;
});
/* // Equivalent to
gc.ballsArr.forEach((ball, i) => {
ball.pos.assign(data.ballsArr[i].x, data.ballsArr[i].y);
ball.dir.assign(data.ballsArr[i].dirX, data.ballsArr[i].dirY);
ball.speed = data.ballsArr[i].speed;
}); */
const predictionPos = new VectorInteger(clientInfo.racket.pos.x, clientInfo.racket.pos.y); // debug
if (clientInfo.side === en.PlayerSide.left) {
clientInfo.racket.pos.assign(clientInfo.racket.pos.x, data.playerLeft.y);
}
else if (clientInfo.side === en.PlayerSide.right) {
clientInfo.racket.pos.assign(clientInfo.racket.pos.x, data.playerRight.y);
}
// interpolation
clientInfo.opponent.pos.assign(clientInfo.opponentNextPos.x, clientInfo.opponentNextPos.y);
if (clientInfo.side === en.PlayerSide.left) {
clientInfo.opponentNextPos.assign(clientInfo.opponent.pos.x, data.playerRight.y);
}
else if (clientInfo.side === en.PlayerSide.right) {
clientInfo.opponentNextPos.assign(clientInfo.opponent.pos.x, data.playerLeft.y);
}
clientInfo.opponent.dir = new Vector(
clientInfo.opponentNextPos.x - clientInfo.opponent.pos.x,
clientInfo.opponentNextPos.y - clientInfo.opponent.pos.y
);
if (Math.abs(clientInfo.opponent.dir.x) + Math.abs(clientInfo.opponent.dir.y) !== 0) {
clientInfo.opponent.dir = clientInfo.opponent.dir.normalized();
}
// server reconciliation
repeatInput(data.lastInputId);
// debug
if (clientInfo.racket.pos.y > predictionPos.y + 1
|| clientInfo.racket.pos.y < predictionPos.y - 1)
{
console.log(
`Reconciliation error:
server y: ${data.playerLeft.y}
reconciliation y: ${clientInfo.racket.pos.y}
prediction y: ${predictionPos.y}`
);
}
}
function scoreUpdate(data: ev.EventScoreUpdate)
{
// console.log("scoreUpdate");
if (clientInfo.side === en.PlayerSide.left && data.scoreRight > gc.scoreRight.value) {
soundRoblox.play();
}
else if (clientInfo.side === en.PlayerSide.right && data.scoreLeft > gc.scoreLeft.value) {
soundRoblox.play();
}
gc.scoreLeft.value = data.scoreLeft;
gc.scoreRight.value = data.scoreRight;
}
function matchEnd(data: ev.EventMatchEnd)
{
if (data.winner === clientInfo.side) {
gc.text1.pos.assign(c.w*0.415, c.h_mid);
gc.text1.text = "WIN";
}
else {
gc.text1.pos.assign(c.w*0.383, c.h_mid);
gc.text1.text = "LOSE";
}
// matchEnded = true;
}
// export let matchEnded = false;

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<script>
import "public/game/pong.js"
</script>
<head>
<meta name="viewport" content="width=device-width, initial-scale=1.0"/>
</head>
<body>
<div id="preload_font">.</div>
<div id="div_game_options">
<fieldset>
<legend>game options</legend>
<div>
<input type="checkbox" id="multi_balls" name="multi_balls">
<label for="multi_balls">multiples balls</label>
</div>
<div>
<input type="checkbox" id="moving_walls" name="moving_walls">
<label for="moving_walls">moving walls</label>
</div>
<div>
<label>sound :</label>
<input type="radio" id="sound_on" name="sound_selector" checked>
<label for="sound_on">on</label>
<input type="radio" id="sound_off" name="sound_selector">
<label for="sound_off">off</label>
</div>
<div>
<button id="play_pong_button">PLAY</button>
</div>
</fieldset>
</div>
<div id="canvas_container">
<!-- <p> =) </p> -->
</div>
<script src="public/game/pong.js" type="module" defer></script>
</body>
<style>
@font-face {
font-family: "Bit5x3";
src: url("/fonts/Bit5x3.woff2") format("woff2"),local("Bit5x3"), url("/fonts/Bit5x3.woff") format("woff");
font-weight: normal;
font-style: normal;
font-display: swap;
}
#preload_font {
font-family: "Bit5x3";
opacity:0;
height:0;
width:0;
display:inline-block;
}
body {
margin: 0;
background-color: #222425;
}
#canvas_container {
text-align: center;
/* border: dashed rgb(245, 245, 245) 5px; */
/* max-height: 80vh; */
/* overflow: hidden; */
}
#div_game_options {
text-align: center;
font-family: "Bit5x3";
color: rgb(245, 245, 245);
font-size: x-large;
}
#div_game_options fieldset {
max-width: 50vw;
width: auto;
margin: 0 auto;
}
#div_game_options fieldset div {
padding: 10px;
}
#play_pong_button {
font-family: "Bit5x3";
color: rgb(245, 245, 245);
background-color: #333333;
font-size: x-large;
padding: 10px;
}
canvas {
background-color: #333333;
max-width: 75vw;
/* max-height: 100vh; */
width: 80%;
}
</style>

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{
"extends": "@tsconfig/svelte/tsconfig.json",
"include": ["src/**/*"],
"include": ["src/**/*", "public/game"],
"exclude": ["node_modules/*", "__sapper__/*", "public/*"]
}
}